The alpha fluctuates between 500 and 1000 fps...either 500 or 1000, nothing in between. Looks like as if the fps counter is flawed in that one.

Maybe it is a bit flawed because I don't use the common hack to force the use of the high precision timer under Windows. However, I get about 1700 frames per second with some high end graphics cards under GNU Linux and the alpha version sends only a very few data to the graphics card, the result is not surprising.

I've just updated the demo. The vertical synchronization is off by default. It is now possible to switch from full screen mode to windowed mode and vice versa by pressing F11 (I will add a menu to do the same thing later). Pressing carriage return was necessary to go from the initialization state to the introduction state, I fixed that bug. Best regards.

Someone has just tested the both versions of my game with an ATI Radeon X600:- alpha version: 55 FPS- pre-beta version: 8 FPS

I will update the demo tomorrow, I now detect Microsoft's software emulation drivers and I display a warning message instead of crashing. I still work on the artificial intelligence and the WaveFront OBJ exporter for Ardor3D.

I just used a small piece of level to simulate the result of the portal culling. The hack consists in removing all context manipulations (makeCurrent() and release()) and using a queue. I still have to simulate the result of my mesh optimizer (which merges coplanar adjacent right triangles whose all 2D texture coordinates are canonical). Of course, the hack has no noticeable effect if the vertical synchronization is enabled or if the frame rate is so low that makeCurrent() has a negligible impact.

These results are quite promising and motivating even though they have to be interpreted with care because I have almost no idea of the CPU time necessary to perform the real time portal culling (my previous implementation was very rudimentary).

I still have to simulate the result of my mesh optimizer (which merges coplanar adjacent right triangles whose all 2D texture coordinates are canonical)

coplanar? How often is that going to happen? I can imagine it's only really usable for walls, floors and ceilings, but the triangle count there is (supposed to be) so low that performance will not be drastically affected by merging triangles.

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I still have to simulate the result of my mesh optimizer (which merges coplanar adjacent right triangles whose all 2D texture coordinates are canonical)

coplanar? How often is that going to happen? I can imagine it's only really usable for walls, floors and ceilings, but the triangle count there is (supposed to be) so low that performance will not be drastically affected by merging triangles.

Actually, it is almost useless for outdoor environments whereas it is quite useful for indoor ones. As most environments of my game are indoor, it is quite logical to optimize this case. Reducing the triangle count has a bigger effect on old hardware. If I use both portal culling and my mesh optimizer, the latter won't drastically improve the performance as most of the job will be done by the former because the remaining surfaces whose vertices are in the VBOs will be so small that the performance increase (compared to passing the triangles with no merge) will be very small too. However, my game will have a lower memory footprint and JFPSM will have lower memory requirement to compute cells and portals with this optimization. I already wrote that the first level of TUER is composed of 255 484 triangles, my mesh optimizer merges the 384 triangles of the first room into 14, how could this feature be useless?

I implemented a minimal artificial intelligence during SIGGRAPH 2012, the source code is on Sven's laptop, I will commit it as soon as possible. The fifth step of the mesh optimizer will be ready in one or two weeks.

Looking at your specific scene, I can imagine that you could simply use 1 quad for the floor of the entire level. As everything is indoor, nobody will see that the 'world-size quad' continues behind the walls.

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I have to say, Julien, much as people make fun of you over TUER (me included), kudos for sticking with it. I think having the drive to actually finish a game is really the most important attribute for a game dev to have. Well, behind a working brain, of course, but you seem to have one of those.

I think having the drive to actually finish a game is really the most important attribute for a game dev to have. Well, behind a working brain, of course, but you seem to have one of those.

Thanks. TUER is living the most important acceleration of its development since 2006. Step by step, as time goes by, the pre-beta version is becoming a "game", the soldier is now able to notice that your gun points to his direction. The memory footprint of JFPSM has been divided by more than 10 since 2010.

I have almost finished the implementation of the fifth step, the test of my algorithm will probably start in a few days.

My computer is broken once more, it doesn't accept DVI output anymore. I have to use my very old ATI Radeon 9250 Pro. I think that I will keep my current computer only for testing and buy a better one soon.

Thanks. I hope you're right. I have just spent more than an hour to write emails to demand the removal of defamatory contents, I'm tired. A young guy even claimed that I use Doom's artworks, he has a lot of shit in the eyes lol. I removed all traces of a former model used in the MD3 loader because he did a confusion with Lara Croft whereas the woman model I used was quite... different, you see what I mean... very slim, small tits, not like Lara Croft except a small similarity in their faces.

Some people complained about old bugs in the alpha version. I updated it, there is now a big warning indicating that they should switch to the pre-beta version next year.

I would like to fully implement the fifth step but I hardly keep concentrated more than 20 minutes because of my personal problems. I don't want my project to suffer from them, there are still tons of features to implement.

Maybe you know Oracle broke something important again in Java Web Start. I thought it concerned only trusted certificates but it seems to concern self signed certificates too under Mac OS X 10.8. Please can you clear your Java Web Start cache and try to run my game under Windows 7 and/or Mac OS X 10.8.2 with Oracle Java 1.7 update 7 (or later)?This is here as usual.

I reported this bug and it will be fixed in Java 1.7 update 12 but I need to know whether I have to make a separate report for the problem occurring under Mac.

I've just been reading this thread open-mouthed, and could play an alpha version of TUER (the one with the cool retro map of Europe intro). I love how persistent you are You must have learned a massive amount while working on this. That's a big gain by itself.

I've just been reading this thread open-mouthed, and could play an alpha version of TUER (the one with the cool retro map of Europe intro).

I'm happy to learn you like it. People get lost with all these versions. Actually, the map of Europe is used in the version that should become the "pre-beta". I'm sorry for the soldier, he's a bit silly, he only attempts to shoot when you point your gun in his direction or if you look straight at him.

I love how persistent you are You must have learned a massive amount while working on this. That's a big gain by itself.

Good luck!

Yes, that's one of the most important thing, I learned a lot of things even though the graphics are ugly and the gameplay is far from being complete. Thank you very much. If Oracle stopped breaking Java Web Start, I would feel better.

Very intresting stuff there... creating levels from the real world (OpenStreetMap map loading...). VERY intresting!

You can try OSM2World, there is an example using JOGL 2.0 in its Git repository on Github. It's a promising feature but I will have to improve the performance in order to keep all this quite fast and playable.

Very intresting stuff there... creating levels from the real world (OpenStreetMap map loading...). VERY intresting!

You can try OSM2World, there is an example using JOGL 2.0 in its Git repository on Github. It's a promising feature but I will have to improve the performance in order to keep all this quite fast and playable.

Very intresting stuff there... creating levels from the real world (OpenStreetMap map loading...). VERY intresting!

You can try OSM2World, there is an example using JOGL 2.0 in its Git repository on Github. It's a promising feature but I will have to improve the performance in order to keep all this quite fast and playable.

Imagine an FPS where you could explore the WHOLE WORLD! :OOOAWESOME!

You can get the necessary OSM files here:http://metro.teczno.com/I advise you to use the files containing XML OSM data. As you can see, there are lots of data. I think it is possible to use the biggest file containing the whole data of the Earth but you will need a very powerful machine with lots of RAM to run OSM2World on it. Then, you will have to split the mesh into smaller ones and to avoid keeping several chunks in memory.

Since you already need 11 Gigs for TF2 and (I think) 13 Gigs for BF3 and (about) 20 Gigs or so for the Flight simulator, this could even be possible :O

Yeah why not simply make a game, which is 30 Gigs of data in total, but features the whole world? Sounds actually pretty fun... I know what everyone would do: find their house

The meshes would occupy a lot more data. I cannot perform the conversion on usual desktop machines, think about space partitioning too. I would have to ship the meshes or to download some of them in background. I will have a better view of the technical constraints when it works with a quarter or a small town in the suburbs of Paris. Anyway, it is not a bad idea.

Since you already need 11 Gigs for TF2 and (I think) 13 Gigs for BF3 and (about) 20 Gigs or so for the Flight simulator, this could even be possible :O

Yeah why not simply make a game, which is 30 Gigs of data in total, but features the whole world? Sounds actually pretty fun... I know what everyone would do: find their house

The meshes would occupy a lot more data. I cannot perform the conversion on usual desktop machines, think about space partitioning too. I would have to ship the meshes or to download some of them in background. I will have a better view of the technical constraints when it works with a quarter or a small town in the suburbs of Paris. Anyway, it is not a bad idea.

At the moment I think about a 2D top-down zombie shooter. The Idea is about the "total apocalypse"... the whole world is infected and things like that... That'd be really cracy... I'll save this idea for later :OLater = when I've got an artist, another programmer and propably money...

Since you already need 11 Gigs for TF2 and (I think) 13 Gigs for BF3 and (about) 20 Gigs or so for the Flight simulator, this could even be possible :O

Yeah why not simply make a game, which is 30 Gigs of data in total, but features the whole world? Sounds actually pretty fun... I know what everyone would do: find their house

The meshes would occupy a lot more data. I cannot perform the conversion on usual desktop machines, think about space partitioning too. I would have to ship the meshes or to download some of them in background. I will have a better view of the technical constraints when it works with a quarter or a small town in the suburbs of Paris. Anyway, it is not a bad idea.

At the moment I think about a 2D top-down zombie shooter. The Idea is about the "total apocalypse"... the whole world is infected and things like that... That'd be really cracy... I'll save this idea for later :OLater = when I've got an artist, another programmer and propably money...

You can start with existing models and with no other programmer, can't you? Maybe people would love to see zombies in the places in which they live

Since you already need 11 Gigs for TF2 and (I think) 13 Gigs for BF3 and (about) 20 Gigs or so for the Flight simulator, this could even be possible :O

Yeah why not simply make a game, which is 30 Gigs of data in total, but features the whole world? Sounds actually pretty fun... I know what everyone would do: find their house

The meshes would occupy a lot more data. I cannot perform the conversion on usual desktop machines, think about space partitioning too. I would have to ship the meshes or to download some of them in background. I will have a better view of the technical constraints when it works with a quarter or a small town in the suburbs of Paris. Anyway, it is not a bad idea.

At the moment I think about a 2D top-down zombie shooter. The Idea is about the "total apocalypse"... the whole world is infected and things like that... That'd be really cracy... I'll save this idea for later :OLater = when I've got an artist, another programmer and propably money...

You can start with existing models and with no other programmer, can't you? Maybe people would love to see zombies in the places in which they live

Missed post...

The only problem is the time... I think... And yeah... I could start with existing sprites, I've already "coded" a zombie TDS in Game-Maker, which completly consisted of sprites from the internet, and my very very bad spriting skills... I should propably dig that project out and try to reuse all those sprites..."It's been years, dear loving project..."And I've even got all my tools (librarys...), since now I've also got those LWJGL Utilities...

I'll propably start with this project after Xmas. I've even got time, since my WorldOfCube project is somehow abandoned.Yeah... time...It's gold...

Looks more like pre alpha to me, im sorry but its not playable on my pc.100fps, but the player is stuttering to move forward.Also the mouse is not visible or working.i can walk trough the glitched guy, the wall stops me correctly i think.I cant use or see any weapons.

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